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import { go } from "../logo"
const PERIOD = 4600
const RINGS = 3
const WIDTH = 3.8
const TAIL = 9.5
const AMP = 0.55
const TAIL_AMP = 0.16
const BREATH_AMP = 0.05
const BREATH_SPEED = 0.0008
// Offset so the bg ring emits from the estimated GO center when the logo shimmer peaks.
const PHASE_OFFSET = 0.29
const LOGO_GAP = 1
const LOGO_TOP_BIAS = -1
const LOGO_LEFT_WIDTH = go.left[0]?.length ?? 0
const LOGO_LINES = go.left.map((line, index) => line + " ".repeat(LOGO_GAP) + go.right[index])
const LOGO_WIDTH = LOGO_LINES[0]?.length ?? 0
const LOGO_HEIGHT = LOGO_LINES.length
const SPACE = " ".codePointAt(0)!
const TOP_HALF = "▀".codePointAt(0)!
const FULL_BLOCK = "█".codePointAt(0)!
const RING_SCALE = 1 / RINGS
const TAIL_SCALE = 1 / TAIL
const LOGO_REACH = Math.hypot(LOGO_WIDTH, LOGO_HEIGHT * 2) + 3
const enum LogoCellKind {
Background,
Top,
ShadowTop,
Solid,
Char,
}
type LogoTemplateCell = {
x: number
y: number
kind: LogoCellKind
charCode: number
attributes: number
topDist: number
bottomDist: number
}
const LOGO_TEMPLATE: LogoTemplateCell[] = LOGO_LINES.flatMap((line, y) =>
Array.from(line)
.map((char, x) => {
if (char === " ") return
const kind =
char === "_"
? LogoCellKind.Background
: char === "^"
? LogoCellKind.Top
: char === "~"
? LogoCellKind.ShadowTop
: char === "█"
? LogoCellKind.Solid
: LogoCellKind.Char
return {
x,
y,
kind,
charCode: char.codePointAt(0) ?? SPACE,
attributes: x > LOGO_LEFT_WIDTH ? TextAttributes.BOLD : 0,
topDist: Math.hypot(x + 0.5 - LOGO_WIDTH / 2, y * 2 - LOGO_HEIGHT),
bottomDist: Math.hypot(x + 0.5 - LOGO_WIDTH / 2, y * 2 + 1 - LOGO_HEIGHT),
}
})
.filter((cell): cell is LogoTemplateCell => !!cell),
)
export type Rgb = [number, number, number]
export type GoUpsellArtRenderOptions = {
deltaTime?: number
rgb?: boolean
cache?: boolean
}
const CACHE_FRAME_COUNT = Math.round(PERIOD / (1000 / 30))
const CACHE_FRAMES_PER_RENDER = 1
export function toRgb(color: RGBA): Rgb {
const [r, g, b] = color.toInts()
return [r, g, b]
}
function clamp(n: number) {
return Math.max(0, Math.min(1, n))
}
function writeRgb(buffer: Uint16Array, offset: number, r: number, g: number, b: number, a = 255) {
buffer[offset] = r
buffer[offset + 1] = g
buffer[offset + 2] = b
buffer[offset + 3] = a
}
function mixChannel(base: number, overlay: number, alpha: number) {
return Math.round(base + (overlay - base) * clamp(alpha))
}
function writeLogoTint(
buffer: Uint16Array,
offset: number,
base: Rgb,
primary: Rgb,
primaryMix: number,
peakMix: number,
) {
const p = clamp(primaryMix)
const q = clamp(peakMix)
const r = mixChannel(mixChannel(base[0], primary[0], p), 255, q)
const g = mixChannel(mixChannel(base[1], primary[1], p), 255, q)
const b = mixChannel(mixChannel(base[2], primary[2], p), 255, q)
writeRgb(buffer, offset, r, g, b)
}
function sameRgb(a: Rgb, b: Rgb) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]
}
export class GoUpsellArtPainter {
private panelRgb: Rgb = [0, 0, 0]
private primaryRgb: Rgb = [255, 255, 255]
private logoBaseRgb: Rgb = [180, 180, 180]
private elapsed = 0
private distances = new Float32Array(0)
private edgeFalloff = new Float32Array(0)
private geometryWidth = 0
private geometryHeight = 0
private reach = 1
private logoX = 0
private logoY = 0
private logoIndexes = new Int32Array(0)
private logoRgb: boolean | undefined
private pulsePeak = 0
private pulsePrimary = 0
private cacheDirty = true
private frameCache: Array<{ fg: Uint16Array; bg: Uint16Array }> = []
private cacheBuildIndex = 0
setBackgroundPanel(value: RGBA | Rgb | undefined) {
if (!value) return false
const next = value instanceof RGBA ? toRgb(value) : value
if (sameRgb(this.panelRgb, next)) return false
this.panelRgb = next
this.invalidateCache()
return true
}
setLogoBase(value: RGBA | Rgb | undefined) {
if (!value) return false
const next = value instanceof RGBA ? toRgb(value) : value
if (sameRgb(this.logoBaseRgb, next)) return false
this.logoBaseRgb = next
this.invalidateCache()
return true
}
setPrimary(value: RGBA | Rgb | undefined) {
if (!value) return false
const next = value instanceof RGBA ? toRgb(value) : value
if (sameRgb(this.primaryRgb, next)) return false
this.primaryRgb = next
this.invalidateCache()
return true
}
render(frameBuffer: OptimizedBuffer, options: GoUpsellArtRenderOptions = {}) {
const rgb = options.rgb === true
this.elapsed = (this.elapsed + (options.deltaTime ?? 0)) % PERIOD
this.rebuildGeometry(frameBuffer, rgb)
if (options.cache !== false) {
this.drawCached(frameBuffer, rgb)
return
}
this.drawBackground(frameBuffer, this.elapsed)
this.drawLogo(frameBuffer, this.elapsed, rgb)
}
private invalidateCache() {
this.cacheDirty = true
this.cacheBuildIndex = 0
this.frameCache = []
}
private rebuildGeometry(frameBuffer: OptimizedBuffer, rgb: boolean) {
const width = frameBuffer.width
const height = frameBuffer.height
const geometryChanged = width !== this.geometryWidth || height !== this.geometryHeight
const logoTemplateChanged = this.logoRgb !== rgb
if (!geometryChanged && !logoTemplateChanged) return
if (geometryChanged) {
this.geometryWidth = width
this.geometryHeight = height
this.logoX = Math.max(0, Math.floor((width - LOGO_WIDTH) / 2))
this.logoY = Math.max(
0,
Math.min(Math.max(0, height - LOGO_HEIGHT), Math.round((height - LOGO_HEIGHT) / 2) + LOGO_TOP_BIAS),
)
const centerX = this.logoX + LOGO_WIDTH / 2
const centerY = this.logoY + LOGO_HEIGHT / 2
this.reach = Math.hypot(Math.max(centerX, width - centerX), Math.max(centerY, height - centerY) * 2) + TAIL
this.distances = new Float32Array(width * height)
this.edgeFalloff = new Float32Array(width * height)
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const index = y * width + x
const dist = Math.hypot(x + 0.5 - centerX, (y + 0.5 - centerY) * 2)
this.distances[index] = dist
this.edgeFalloff[index] = Math.max(0, 1 - (dist / (this.reach * 0.85)) ** 2)
}
}
}
this.logoRgb = rgb
this.invalidateCache()
this.rebuildCellTemplate(frameBuffer, rgb)
}
private drawCached(frameBuffer: OptimizedBuffer, rgb: boolean) {
if (this.cacheDirty) this.startFrameCache(frameBuffer, rgb)
if (this.cacheBuildIndex < CACHE_FRAME_COUNT) {
this.buildFrameCache(frameBuffer, rgb)
this.drawBackground(frameBuffer, this.elapsed)
this.drawLogo(frameBuffer, this.elapsed, rgb)
return
}
const frame = this.frameCache[Math.floor((this.elapsed / PERIOD) * CACHE_FRAME_COUNT) % CACHE_FRAME_COUNT]
if (frame) {
frameBuffer.buffers.fg.set(frame.fg)
frameBuffer.buffers.bg.set(frame.bg)
}
}
private startFrameCache(frameBuffer: OptimizedBuffer, rgb: boolean) {
this.frameCache = []
this.cacheBuildIndex = 0
this.rebuildCellTemplate(frameBuffer, rgb)
this.cacheDirty = false
}
private buildFrameCache(frameBuffer: OptimizedBuffer, rgb: boolean) {
const end = Math.min(CACHE_FRAME_COUNT, this.cacheBuildIndex + CACHE_FRAMES_PER_RENDER)
for (; this.cacheBuildIndex < end; this.cacheBuildIndex++) {
const t = (this.cacheBuildIndex / CACHE_FRAME_COUNT) * PERIOD
this.drawBackground(frameBuffer, t)
this.drawLogo(frameBuffer, t, rgb)
this.frameCache.push({
fg: new Uint16Array(frameBuffer.buffers.fg),
bg: new Uint16Array(frameBuffer.buffers.bg),
})
}
}
private rebuildCellTemplate(frameBuffer: OptimizedBuffer, rgb: boolean) {
const buffers = frameBuffer.buffers
buffers.char.fill(SPACE)
buffers.attributes.fill(0)
if (this.geometryWidth < LOGO_WIDTH || this.geometryHeight < LOGO_HEIGHT) {
this.logoIndexes = new Int32Array(0)
return
}
this.logoIndexes = new Int32Array(LOGO_TEMPLATE.length)
for (let i = 0; i < LOGO_TEMPLATE.length; i++) {
const cell = LOGO_TEMPLATE[i]!
const index = (this.logoY + cell.y) * this.geometryWidth + this.logoX + cell.x
this.logoIndexes[i] = index
buffers.attributes[index] = cell.attributes
buffers.char[index] =
cell.kind === LogoCellKind.Background
? SPACE
: cell.kind === LogoCellKind.Top || cell.kind === LogoCellKind.ShadowTop
? TOP_HALF
: cell.kind === LogoCellKind.Solid
? rgb
? TOP_HALF
: FULL_BLOCK
: cell.charCode
}
}
private drawBackground(frameBuffer: OptimizedBuffer, t: number) {
const buffers = frameBuffer.buffers
const fg = buffers.fg
const bg = buffers.bg
const distances = this.distances
const edgeFalloff = this.edgeFalloff
const baseR = this.panelRgb[0]
const baseG = this.panelRgb[1]
const baseB = this.panelRgb[2]
const deltaR = this.primaryRgb[0] - baseR
const deltaG = this.primaryRgb[1] - baseG
const deltaB = this.primaryRgb[2] - baseB
const breath = (0.5 + 0.5 * Math.sin(t * BREATH_SPEED)) * BREATH_AMP
const phase0 = (t / PERIOD - PHASE_OFFSET + 1) % 1
const phase1 = (t / PERIOD + 1 / RINGS - PHASE_OFFSET + 1) % 1
const phase2 = (t / PERIOD + 2 / RINGS - PHASE_OFFSET + 1) % 1
const envelope0 = Math.sin(phase0 * Math.PI)
const envelope1 = Math.sin(phase1 * Math.PI)
const envelope2 = Math.sin(phase2 * Math.PI)
const eased0 = envelope0 * envelope0 * (3 - 2 * envelope0)
const eased1 = envelope1 * envelope1 * (3 - 2 * envelope1)
const eased2 = envelope2 * envelope2 * (3 - 2 * envelope2)
const head0 = phase0 * this.reach
const head1 = phase1 * this.reach
const head2 = phase2 * this.reach
for (let index = 0; index < distances.length; index++) {
const dist = distances[index]
const delta0 = dist - head0
const abs0 = delta0 < 0 ? -delta0 : delta0
const crest0 = abs0 < WIDTH ? 0.5 + 0.5 * Math.cos((delta0 / WIDTH) * Math.PI) : 0
const tail0 = delta0 < 0 && delta0 > -TAIL ? (1 + delta0 * TAIL_SCALE) ** 2.3 : 0
const delta1 = dist - head1
const abs1 = delta1 < 0 ? -delta1 : delta1
const crest1 = abs1 < WIDTH ? 0.5 + 0.5 * Math.cos((delta1 / WIDTH) * Math.PI) : 0
const tail1 = delta1 < 0 && delta1 > -TAIL ? (1 + delta1 * TAIL_SCALE) ** 2.3 : 0
const delta2 = dist - head2
const abs2 = delta2 < 0 ? -delta2 : delta2
const crest2 = abs2 < WIDTH ? 0.5 + 0.5 * Math.cos((delta2 / WIDTH) * Math.PI) : 0
const tail2 = delta2 < 0 && delta2 > -TAIL ? (1 + delta2 * TAIL_SCALE) ** 2.3 : 0
const level =
(crest0 * AMP + tail0 * TAIL_AMP) * eased0 +
(crest1 * AMP + tail1 * TAIL_AMP) * eased1 +
(crest2 * AMP + tail2 * TAIL_AMP) * eased2
const rawStrength = (level * RING_SCALE + breath) * edgeFalloff[index]
const strength = (rawStrength > 1 ? 1 : rawStrength) * 0.7
const offset = index * 4
const r = Math.round(baseR + deltaR * strength)
const g = Math.round(baseG + deltaG * strength)
const b = Math.round(baseB + deltaB * strength)
bg[offset] = fg[offset] = r
bg[offset + 1] = fg[offset + 1] = g
bg[offset + 2] = fg[offset + 2] = b
bg[offset + 3] = fg[offset + 3] = 255
}
}
private setLogoPulse(dist: number, head0: number, eased0: number, head1: number, eased1: number) {
let peak = 0.04
let primary = 0
const delta0 = dist - head0
const core0 = Math.exp(-(Math.abs(delta0 / 1.2) ** 1.8))
const soft0 = Math.exp(-(Math.abs(delta0 / 7) ** 1.6))
const tail0 = delta0 < 0 && delta0 > -7 ? (1 + delta0 / 7) ** 2.6 : 0
peak += core0 * 0.65 * eased0
primary += (soft0 * 0.16 + tail0 * 0.22) * eased0
const delta1 = dist - head1
const core1 = Math.exp(-(Math.abs(delta1 / 1.2) ** 1.8))
const soft1 = Math.exp(-(Math.abs(delta1 / 7) ** 1.6))
const tail1 = delta1 < 0 && delta1 > -7 ? (1 + delta1 / 7) ** 2.6 : 0
peak += core1 * 0.65 * eased1
primary += (soft1 * 0.16 + tail1 * 0.22) * eased1
this.pulsePeak = peak > 1 ? 1 : peak
this.pulsePrimary = primary > 1 ? 1 : primary
}
private drawLogo(frameBuffer: OptimizedBuffer, t: number, rgb: boolean) {
if (this.logoIndexes.length === 0) return
const buffers = frameBuffer.buffers
const fg = buffers.fg
const bg = buffers.bg
const shadow: Rgb = [
mixChannel(this.panelRgb[0], this.logoBaseRgb[0], 0.25),
mixChannel(this.panelRgb[1], this.logoBaseRgb[1], 0.25),
mixChannel(this.panelRgb[2], this.logoBaseRgb[2], 0.25),
]
const phase0 = (t / PERIOD) % 1
const phase1 = (t / PERIOD + 0.5) % 1
const envelope0 = Math.sin(phase0 * Math.PI)
const envelope1 = Math.sin(phase1 * Math.PI)
const eased0 = envelope0 * envelope0 * (3 - 2 * envelope0)
const eased1 = envelope1 * envelope1 * (3 - 2 * envelope1)
const head0 = phase0 * LOGO_REACH
const head1 = phase1 * LOGO_REACH
for (let i = 0; i < LOGO_TEMPLATE.length; i++) {
const cell = LOGO_TEMPLATE[i]!
const index = this.logoIndexes[i]!
const offset = index * 4
this.setLogoPulse(cell.topDist, head0, eased0, head1, eased1)
const topPeak = this.pulsePeak
const topPrimary = this.pulsePrimary
this.setLogoPulse(cell.bottomDist, head0, eased0, head1, eased1)
const bottomPeak = this.pulsePeak
const bottomPrimary = this.pulsePrimary
if (cell.kind === LogoCellKind.Background) {
writeLogoTint(bg, offset, shadow, this.primaryRgb, 0, Math.max(topPeak, bottomPeak) * 0.18)
continue
}
if (cell.kind === LogoCellKind.Top) {
writeLogoTint(fg, offset, this.logoBaseRgb, this.primaryRgb, topPrimary, topPeak)
writeLogoTint(bg, offset, shadow, this.primaryRgb, 0, bottomPeak * 0.18)
continue
}
if (cell.kind === LogoCellKind.ShadowTop) {
writeLogoTint(fg, offset, shadow, this.primaryRgb, 0, topPeak * 0.18)
continue
}
if (cell.kind === LogoCellKind.Solid && rgb) {
writeLogoTint(fg, offset, this.logoBaseRgb, this.primaryRgb, topPrimary, topPeak)
writeLogoTint(bg, offset, this.logoBaseRgb, this.primaryRgb, bottomPrimary, bottomPeak)
continue
}
writeLogoTint(
fg,
offset,
this.logoBaseRgb,
this.primaryRgb,
(topPrimary + bottomPrimary) / 2,
(topPeak + bottomPeak) / 2,
)
}
}
}
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